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FF9 Graphical Releases / Re: [FF9 PC] FMV upscaling & 30fps project
« on: 2020-05-23 14:02:25 »so ready to try this out.
Yes, it has been included today in the new mog rework and will also be in the installer version (tomorrow maybe)
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so ready to try this out.
NEW 2020-05-23 - MOGURI 8 BETA V5
CHANGELOG
-Included latest Memoria by ALBEORIS and a new install process
-Included 30fps FMVs by LYKON (using DAIN and other techniques)
-Included MBG (video backgrounds) color matched and fluid
-Included faithful PSX font by TEAITO
-These minor visual problems were fixed: https://imgur.com/a/MWb78Td
I've given the same link to zePilot, just waiting for him to package it in one big installer! (zePilot's pretty busy)
Can you show us one of the video so that we may have a look at it? Thanks!
The 60 fps version is truly a dream come true, especially for the zooming Squaresoft logo and Odin attack on Iifa Tree. Wonderful. If you do not put it in the final game, I will keep this file and put it myself in the right folder
Lykon, could you do a simple resampling in 30fps of all MBG so that I can try each of them and make the list of those that'll be able to up-frame and those that'll have to stay 15fps.
Syncing issue with 30 or 60 FPS videos:
Increasing the frame rate of videos makes the field models start moving earlier, as one can easily see for themselves with the Alexandria videos uploaded here.
What prompts the actual field models to start moving is a check within the field script. For example, with the Alexandria video, field is "Alexandria/Main Street"
Function Vivi_Loop, we can see the following:
That GetCinematicFrame is the threshold. Double it for 30 FPS videos or x4 with 60 FPS video.
GetCinematicFrame / 2
@Lykon Would you add me on steam or something?Sent
Video upscaling was my next project after bug fixing, especially those 16 where there are 3D objects (those that usually transition from a background). I managed to get a decent result, but I put it aside to do the main mod.I'd love that and I'm curious about your test result. Yesterday I wasn't really able to fine tune the algorithm as much as I wanted (maybe my workflow was not optimal given the fact that those 16 videos are already upscaled using a really noisy bicubic).
I'd be all up for us collaborating on that! I'm downloading your last link.
^^ On a related note, I was going to ask about this: The developer's conversion from the psx to steam gave the original steam version an odd color space where everything is de-contrasted (darkness levels 0-16 don't exist, everything is 16 - 255). And the color balance is off. To correct this in sweetFX reshade:Are you talking about video specifically or the game in general? Because there is a huge color difference between video backgrounds (mbg***.bytes videos) and the corresponding swap to static backgrounds in cutscenes. The difference is even more clear because of the (good) work on backgroud upscaling (but it not really because of colors).
#define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
#define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white.
#define RGB_Lift float3(1.000, 1.000, 0.950) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.045, 1.020, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.045, 1.020, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
Is the rework trying to correct for the color space or keep it the way it was (necessitating reshade)?
The Gysahl Greens: https://imgur.com/8BErm6e, https://imgur.com/O8XSQEHI agree. That's mainly why I didn't use this version in my game and I just used the first one where I edited just the mouth and the chin (plus Amarant).
I really like this version but on my screen the desaturation maybe goes too far and Dagger is missing all definition on her lower eyelid.